"/s_usingA3D"- displays whether or not A3D is enabled (1) or disabled (0). This setting is for display only - it cannot be used to change the A3D properties in the game.

"/s_rolloff"- 1.0- adjusts the rolloff factor - when the rolloff value is increased, the effects of distance are increased: high frequencies are filtered and volume is lowered as sources move further away. - 0.0 -> 1.0

"/s_distance"- 100- adjusts the ratio of game units to meters. This affects velocity, positioning, and distance. The higher this number, the closer everything gets to each other (in audio terms).- 0.0 -> infinity

"/s_2dvolume"- 0.7- the maximum volume which 2D sounds are played at. By thenature of the filters being applied to the A3D buffers, they are quieter then their 2D counterparts. Hence it is important to quiet the 2D sounds to make up for this.- 0.0 -> 1.0

"/s_refgain"- 0.45- Adjusts the gain on each reflection, where higher number means louder reflections. Remember very loud reflections could cancel out the effect of HRTFs.- 0 -> 1

"/s_refdelay"- 2.0- Delay between a source and its closest reflection. The higher the delay, the more time it takes between when the source and its first reflection are played.- 0 -> 100

"/s_occfactor"- 0.5- Transmission value of material - the smaller the number, the more occluded the sound is (less sound passes through the material).- 0.0 -> 1.0

"/s_occ_eq"- 0.75- high frequency rolloff value of material - the smaller the number, the more high frequencies are filtered by thematerial. - 0.0 -> 1.0

"/s_numpolys"- 400- Maximum polygons to be rendered. Polygons will stop being rendered either when there are no more polygons left or s_numpolys polygons have been rendered. Setting this to 0 is the same as turning s_geometry off. - 0 -> infinity

"/s_bloat"- 2.0- Bloat factor for polygons. This effectively scales each polygon by a certain amount. This is a rough way to fill holes left by unrendered small polygons.- 0 -> infinity